// fog agra isilia
// Generated by Microsoft (R) HLSL Shader Compiler 9.26.952.2844
//
// Parameters:
//
//   float4 ModelBBoxOffSet;
//   float4 ModelBBoxScale;
//   float4 controlColor;
//   float4 fogColor;
//   float3 fogParam;
//   bool isSkining;
//   bool isUseInstancing;
//   float4 jointMatrices[144];
//   float4x4 textureMatrix0;
//   float4x4 viewITMatrix;
//   float4x4 worldITMatrix;
//   float4x4 worldMatrix;
//   float4x4 worldViewMatrix;
//   float4x4 worldViewProjMatrix;
//
//
// Registers:
//
//   Name                Reg   Size
//   ------------------- ----- ----
//   isSkining           b0       1
//   isUseInstancing     b1       1
//   worldMatrix         c0       4
//   worldITMatrix       c4       3
//   worldViewProjMatrix c8       4
//   worldViewMatrix     c12      4
//   viewITMatrix        c16      4
//   jointMatrices       c21    144
//   ModelBBoxScale      c169     1
//   ModelBBoxOffSet     c170     1
//   textureMatrix0      c171     4
//   fogParam            c175     1
//   fogColor            c176     1
//   controlColor        c177     1
//
//
// Default values:
//
//   ModelBBoxScale
//     c169 = { 1, 1, 1, 1 };
//
//   ModelBBoxOffSet
//     c170 = { 0, 0, 0, 0 };
//
//   fogParam
//     c175 = { 0, 100, 1, 0 };
//
//   fogColor
//     c176 = { 1, 1, 1, 0 };
//
//   controlColor
//     c177 = { 1, 1, 1, 1 };
//

    vs_3_0
	def c200, 0, 1, 0.0625, 0	//	0.0625 prime directive reference value	
    def c7, 2, -1, 3, -0
    def c20, 0.5, 0, 0, 0
	dcl_2d s0							// Sampler used to fetch stereo params		
    dcl_position v0
    dcl_color v1
    dcl_normal v2
    dcl_texcoord5 v3
    dcl_blendindices v4
    dcl_texcoord6 v5
    dcl_texcoord7 v6
    dcl_texcoord v7
    dcl_position o0
    dcl_texcoord o1
    dcl_texcoord1 o2
    dcl_texcoord2 o3
    dcl_texcoord3 o4.xyz
    dcl_color o5
    dcl_texcoord4 o6
    dcl_texcoord6 o7
    mad r0.xyz, v2, c7.x, c7.y
    mad r1.xyz, v3, c7.x, c7.y
    mov r2.xyz, c169
    mad r2.xyz, v0, r2, c170
    if b1
      mov r2.w, v0.w
      dp4 r0.w, v4, r2
      dp4 r1.w, v5, r2
      dp4 r2.z, v6, r2
      dp3 r2.w, v4, r0
      dp3 r3.x, v5, r0
      dp3 r0.z, v6, r0
      dp3 r3.y, v4, r1
      dp3 r3.z, v5, r1
      dp3 r1.z, v6, r1
      mov r2.x, r0.w
      mov r2.y, r1.w
      mov r0.x, r2.w
      mov r0.y, r3.x
      mov r1.xy, r3.yzzw
    else
      if b0
        mul r3, c7.z, v6
        frc r4, r3
        add r5, r3, -r4
        slt r3, r3, -r3
        slt r4, -r4, r4
        mad r3, r3, r4, r5
        mova a0, r3
        mul r3, v5.y, c21[a0.y]
        mul r4, v5.y, c22[a0.y]
        mul r5, v5.y, c23[a0.y]
        mad r3, c21[a0.x], v5.x, r3
        mad r4, c22[a0.x], v5.x, r4
        mad r5, c23[a0.x], v5.x, r5
        mad r3, c21[a0.z], v5.z, r3
        mad r4, c22[a0.z], v5.z, r4
        mad r5, c23[a0.z], v5.z, r5
        mad r3, c21[a0.w], v5.w, r3
        mad r4, c22[a0.w], v5.w, r4
        mad r5, c23[a0.w], v5.w, r5
        mov r6.xyz, r2
        mov r6.w, v0.w
        dp4 r2.x, r3, r6
        dp4 r2.y, r4, r6
        dp4 r2.z, r5, r6
        dp3 r0.w, r3, r0
        dp3 r1.w, r4, r0
        dp3 r0.z, r5, r0
        dp3 r2.w, r3, r1
        dp3 r3.x, r4, r1
        dp3 r1.z, r5, r1
        mov r0.x, r0.w
        mov r0.y, r1.w
        mov r1.x, r2.w
        mov r1.y, r3.x
      endif
    endif
    mul r3, r2.y, c1
    mad r3, c0, r2.x, r3
    mad r3, c2, r2.z, r3
    mad r3, c3, v0.w, r3
    mul r0.w, r2.y, c13.z
    mad r0.w, c12.z, r2.x, r0.w
    mad r0.w, c14.z, r2.z, r0.w
    mad r0.w, c15.z, v0.w, r0.w
    mul r4, r2.y, c9
    mad r4, c8, r2.x, r4
    mad r2, c10, r2.z, r4
    mad r2, c11, v0.w, r2
    mul r4.xyz, r0.y, c5
    mad r4.xyz, c4, r0.x, r4
    mad o4.xyz, c6, r0.z, r4
    mul r0.xyz, r1.y, c5
    mad r0.xyz, c4, r1.x, r0
    mad r1.xyz, c6, r1.z, r0
    mul r1.w, c7.x, v3.w
    add r1, r1, -c7.yyyw
    mul o5, r1, c20.x
    mul r0.xy, c172, v7.y
    mad r0.xy, c171, v7.x, r0
    add o6.xy, r0, c174
    mov r1.x, -c16.w
    mov r1.y, -c17.w
    mov r1.z, -c18.w
    mov r1.w, -c19.w
    add r1, r3, r1
    dp4 r0.x, r1, r1
    rsq r0.x, r0.x
    mul o7.xyz, r1, r0.x
    add r0.x, -r0.w, -c175.x
    add r0.y, -c175.x, c175.y
    rcp r0.y, r0.y
    mul_sat r0.x, r0.x, r0.y
    pow r1.x, r0.x, c175.z
    mul r0, c177, v1
    min r1.y, r1.x, c176.w
    mov r4.xyz, c177
    mad r4.xyz, v1, -r4, c176
    mad o1.xyz, r1.y, r4, r0
    mov o0, r2
    mov o1.w, r0.w
    mov o2, r3
//    mov o3, r2
    mov o6.zw, -c7.w
    mov o7.w, r1.x
	
mov r0, r2				// move r2 to r0
// At this point r0 is the output position, correctly
// placed, but without stereo.
 
// To create stereo effects, we need to calculate:
//  Xnew = Xold + Separation * (W - Convergence)
 
// Fetch the Separation (r30.x) and Convergence (r30.y)  
// using the Helix NVapi trick
texldl r30, c200.z, s0
 
// (W - Convergence)
add r30.w, r0.w, -r30.y
 
// multiply that times Separation for:
//   Separation * (W - Convergence)
mul r30.z, r30.x, r30.w
 
// Add that to Xold for the complete:
//  Xold + Separation * (W - Convergence)
add r0.x, r0.x, r30.z
		
mov o3, r0				// move fixed r2 (r0) into o3		

// approximately 112 instruction slots used